1. Introduction to working in Figma
Figma work starts with understanding how files, pages and layers support a maintainable project structure. This section introduces the interface and tool arrangement, then explains grouping, project organization and the central role of Frames in day-to-day design work.
- discussion of the interface and tool layout,
- working with files and project structure,
- Pages and organization of large projects,
- layers and grouping of elements,
- Frames – a key element of working in Figma.
2. Basic functions and design tools
Shapes, icons, images and other visual objects are used here to build core editing skills in Figma. Alongside selection, alignment and masking, participants practice the basics of auto-layout and layout grids, linking everyday operations with responsive interface construction.
- shapes, icons, objects, images,
- selection, alignment, masking,
- auto-layout – basics and application,
- grids (Layout grid) – responsive design.
3. Assets and components
Assets and components organize repeatable interface parts so they can be reused without losing control over updates. The section covers structure and types of assets, component creation and variants, the master-instance model, and work with a shared component library.
- Assets – structure, organization, types,
- components – creation, use, variants,
- the master–instance principle and good practices,
- shared component library.
4. Creating Design Guidelines
Color, typography, effects and spacing need shared rules if a product is to remain consistent over time. This section defines palette construction and naming, text and effect styles, plus grids and spacing conventions that form practical Design Guidelines in Figma.
- color styles – palette construction, naming,
- text styles – web and mobile typography,
- effect styles – shadows, blurs, radii,
- grids and spacing – building design consistency.
5. Building a library of graphic elements
Buttons, cards, form fields and similar UI parts are created from scratch as a reusable foundation for later screens. The section addresses standardization, element scaling, and the preparation of icon sets and layouts so the graphic system remains coherent.
- simple UI elements from scratch (buttons, cards, form fields),
- standardization and scaling of elements,
- creating a set of icons and layouts.
6. Information architecture and lo-fi design
Before visual detail is added, the product structure has to reflect both project goals and user needs. This section develops screen maps and user flows, translates them into lo-fi wireframes, and uses those layouts as a basis for later high-fidelity design decisions.
- analysis of the project goal and the user,
- creating a screen map (user flow),
- lo-fi mockups – diagrams, structures, layouts,
- preparation for the high-fidelity design.
7. Application screen design (hi-fi)
High-fidelity screens are built here across desktop, mobile and tablet views with attention to repeatable structure. The work includes practical use of auto-layout, balancing styles and components to keep consistency, and managing screen versions as the design evolves.
- creating desktop, mobile and tablet views,
- the use of auto-layout in practice,
- styles vs components – maintaining consistency,
- screen versioning and change management.
8. Prototyping and animations
Interactive flows give static screens behavioral logic that can be checked before development starts. The section covers transitions, microanimations and component behaviors, then moves to prototype testing and iterative refinement based on observed interaction issues.
- creating interactive flows,
- adding transitions and microanimations,
- defining component behaviors,
- testing and improving the prototype.
9. Creating versions for different resolutions
Designing for multiple screen sizes requires consistent scaling rules rather than separate, unrelated layouts. Participants work with responsive principles, grids and breakpoints, and learn how to adapt interfaces across resolutions while preserving structure and usability.
- responsive design,
- grids and scaling principles,
- breakpoints and best practices.
10. Teamwork and collaboration in Figma
When several people work on one file, control over feedback and changes becomes essential. This part explains comments, live collaboration and project iteration, then shows how version history supports traceability and how designs are shared with stakeholders for review.
- comments and project iteration,
- real-time collaboration,
- change history (version history),
- sharing projects with stakeholders.
11. Export and handoff of projects to developers
Developer handoff in Figma focuses on preparing files so implementation can start without rework. The section covers asset export in formats such as SVG, PNG, PDF and WebP, use of the Inspect panel, and compiling links and documentation with front-end specifications.
- export of assets (SVG, PNG, PDF, WebP),
- developer panel (Inspect),
- specifications for front-end developers,
- preparation of links and documentation.